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Offline Psylocke

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Akiha Guide
« on: August 15, 2007, 11:47:48 PM »
The original version of this guide was at World of Eternity at http://efz.proboards36.com/index.cgi?board=mb&action=display&thread=1156798199
The guide's outdated now, since it was written in Final Tuned era, but I'll leave it up there for nostalgia sake.

Anyway, this is my humongous Akiha guide.  It's been edited and changed quite a bit from the original version.  I really wanted to keep things short, but it's tough with a character that has this many options.  Hope this is helpful to anyone looking to pick up Akiha.  One of the things that this guide has that my original didn't is tons of video examples.  I couldn't find a way to embed Youtube vids on this forum, so they're all direct download.

Let's start off with a quick list of pros and cons
PROS:
-Above average damage output in most situations
-Best defense modifier in the game
-Zones very well with air flametongues, j.a and flame columns
-Good range and startup on sweep
-Good backdash
-One of the fastest overheads in the game, doesn't require a specific setup to combo off of
-Amazing tech punish opportunities
-236c
-One of the best Arc Drives in the game, can be integrated into throw setups to make them more safe

CONS:
-A bit on the slow side
-Doesn't have a good dp or anything to be used for reversal
-Doesn't have moves with a lot of clash frames
-Below average baras
-High execution requirement for her pressure and mixups
-High execution requirement for her highly damaging corner 2a whiff loops

Here's how the guide will be organized:
I.Normals
II.Specials
III.Combos
IV.Blockstrings and Pressure
V.Mixups and Okizeme
VI.OTG Strings and Tech Punish Setups
VII.Miscellaneous

I.NORMALS
5a: Standard jab, hits mid, combos into itself, can be spammed.  Can be used as antiair sometimes in the sense of hitting opponent in the air as they leave the ground from a jump.  This is the attack to counter with if an anti-air ground shield is landed.

5b: Great normal, hits mid, it's used in combos as Akiha's main launcher, and it's used in staggered blockstrings to beat low pokes since it has clash frames, has a hitbox that goes all the way down to the floor, and pretty good startup.  Also knocks down crouching opponents when they're hit.

5bx2: This is Akiha's primary launcher.  Most of her basic combos that aren't in corner utilize this.  Jumping after the 2nd 5b gives Akiha an extra high jump.  This is very unsafe on block, so be sure to whiff cancel to 2a or 5a to make it safe whenever this happens.

5bx2(charged): Does massive damage, this is primarily used in Akiha's corner wallslam combos as the launcher.  You can sometimes use this in blockstrings and whiff cancel it to 2a or 5a for some good frames.  This will be noted as 5[ b ]b in the combo transcripts to save space.

5c: Great damage, hits mid, it wallslams the opponent if they're hit in the air with it, and has some clash frames on it too.  This move also clashes through heat activations too, so you can use it to beat those if your reflexes are good enough.  Used in staggered blockstrings to beat opponents that try to jump out.  Has 90% scaled prorate, so when doing Akiha's more advanced wallslam combos, the usage of this normal has to be minimized to get more damage.  Also used in Akiha's corner tech punish setups to punish forward and back tech.

4c: An interesting normal, hits mid, it's mainly used in combos as combo filler to maximize damage.  Also Akiha's best clash move.  Used in Akiha's corner tech punish setups to punish forward tech.

6c: Interesting normal, hits mid, the animation for it is fairly deceptive, as it looks slow, but it actually has faster startup than 5c, but slower recovery.  Wallslam opponents if you hit them in the air with it, and has 80% fixed proration.  Used as combo filler on the ground to maximize damage.

2a: Pretty good crouching jab, this hits low, and combos into itself, so it's primarily used for Akiha to hitconfirm into combos, and for the low part of her 50/50 high/low mixup.

2b: Despite what the animation suggests, this move hits mid.  Pretty good normal, it has some clash frames on it and a bit more range than 2a, and is mainly used after a tk j.2c since it has the right combination of range and startup to combo after.

2bb: The 2nd 2b actually hits low, but it's not very useful since the opponent can just react in time before the 2nd 2b hits(if they were blocking high beforehand).

2bx3: Akiha does three swipes, and the last lunging swipe hits high.  Don't use this ever in a match, it's pretty useless.  If the first 2 2b's hit the opponent, the opponent can block before the 3rd 2b hits.  Also massively unsafe on block.

2c: Akiha's fun sweep, this clearly hits low.  This move has fallen quite a bit since Act Cadenza Version A days, as it has lost its clash frames.  However, it's still great: it has fast startup, and very good range.  Used in all of Akiha's combos.  She also goes into a low stance when doing this move, so sometimes you can use it as antiair, though it's very risky, since the recovery on this move is bad.  Like many other sweeps in this game, there is a certain height in the air where the opponent can tech if Akiha hits them in the air with this.  Learning the right height where the opponent can't tech is crucial for executing Akiha's wallslam combos.

j.a: A great air jab, this is Akiha's primary move to use in air-to-air.  Combos into itself.  Don't use this in aircombos, as j.b and j.c do much more damage.  Also, opponent can block this high or low.

j.b: Hits twice, and has some clash frames on it, this is also passable air-to-air.  Also angles downward, so this is the preferred move to use when doing a jumpin or landing from the air.  However, this move does not put opponent in a lot of hitstun(or blockstun), so if you hit the opponent with this on the ground too high, they'll be able to block upon Akiha landing.

j.c: Does good damage, angles upward, and has some clash frames on it.  Can be used as air-to-air, but I'd recommend trying to hit with the tip of this move, as any closer and Akiha will probably get stuffed(because of the startup).  Because this angles upwards, this will whiff against most crouchers, so it shouldn't really be used as a jumpin unless you're going for some high/throw fakeout.

j.2c: An interesting normal, this stops all of Akiha's momentum in the air, and she cannot do anything until she lands after using it.  This is primarily used in Akiha's 50/50 high/low mixup, and in her corner tech punish setups.  If this move hits an airborne opponent, they will be sent downwards and then bounce on the ground, going up, and then down again.  The opponent can tech at two places here, the first time they hit the ground and the 2nd.  Learning how to do tk j.2c consistently at the height where it can be comboed after is somewhat difficult, but it is essential for her high low mixup game.
« Last Edit: November 05, 2007, 03:08:59 PM by Psylocke »
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Offline Psylocke

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Re: Akiha Guide
« Reply #1 on: August 15, 2007, 11:49:42 PM »
II.SPECIALS
236a/b/c: 236a has slower startup than 236b, and hits multiple times, and 236b has faster startup, and hits once, and also floats the opponent.  Both 236a and 236b are pretty useless, so use them sparingly.  However, 236c is amazing, as its frame advantage on block and the flames persist even if Akiha is hit during the startup of this move.  However, Akiha can be thrown before the flames come out, so don't use this on wakeup against opponents who try to meaty 2a.  If opponent ground or air shields 236c, you can throw and air throw them for free, though airthrowing in that situation is a bit more difficult.

j.236a/b/c: j.236a and j.236b are far superior to their ground versions.  j.236a preserves her air momentum, and j.236b stops it and makes her lean backward a bit.  They are both her primary zoning options in the air, having great range, and good active frames.  Also, on counterhit, the opponent can't tech until they hit the ground, so you can follow up with a combo in most situations.  Because of how awesome this special is, learning all the variations of how to tigerknee this(2367a, 2368a, and 2369a) is essential in Akiha's pressure game.  TK236a is also frame advantage on block.

214a/b/c: All three versions of this are unairblockable.  214a is a good(but risky) preemptive antiair option, as Akiha has quite a bit of recovery from this move.  214b has more startup, but much faster recovery, to the point where Akiha can combo off of it on regular hit.  Both 214a and 214b can be comboed off of on counterhit, as the opponent gets sent into an untechable launch.  214c homes in on the opponent's location, and has very high vertical range, but isn't used so much, as even on counterhit the opponent can tech out(due to it being multihit), but it can be used to punish opponent heat activations from far away if your reflexes are good enough.

22a/b/c: These moves set up a flame pit on the ground that drain opponent's life if they stand on it.  Don't use these on the ground in a neutral situation, as the recovery is really bad.  Using air j.22a or j.22b can be used to zone sometimes, though smart opponents will just ignore the A and B versions of the pits, as they don't drain much.  22C is the version to use, as it drains both life and meter at an accelerated rate, and actually gives it to back to Akiha. Pressing 22a/b/c again when on the ground ignites the flamepits, which is really important for the C version as flamepit ignition is frame advantage on block, and it's great for trying to catch people who try to jump out of pressure.

623a/b/c: Akiha's dp, it's pretty bad for one and I wouldn't really recommend it be used as a reversal.  623a has fast startup, has a bit of upper body invincibility, and is unairblockable, so it can sometimes be used to beat lazy jumpins.  623b has lower body invincibilty and the last hit knocks down opponent and allows Akiha to OTG the opponent.  623c has a bit of total body invincibility and can be comboed after.  623B is probably the most useful among these, as it can be comboed after 2c and can knockdown opponent if done low enough, allowing Akiha to either set up a tigerknee flamepit or OTG the opponent.  Also, 623b is the move to use if Akiha lands a normal shield on the ground.  623b can also be EX cancelled, giving her some forward momentum if 236c is done, or for some nasty throw setups with her arc drive.

41236c: Akiha's awesome Arc drive, this has two versions.  At far range, it's pretty shitty, as Akiha just shoots fire out of her hands, very easily blockable.  At close range, it's a command throw, and does massive damage.  This gives her throw setups a lot more bite.
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Offline Psylocke

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Re: Akiha Guide
« Reply #2 on: August 15, 2007, 11:51:39 PM »
III.COMBOS
Akiha's combos for the most part are pretty easy.  Only her more advanced corner combos like the 2a whiff loops are difficult, but I won't really go into those in detail since I can't really do them consistently myself.

In general, the ground portion of her combo will be to chain into 6c4c5c2c into the launch, and 6c4c2c5c for the wallslam.  If you ever feel that you're out of range for 6c to connect, then chaining directly from 2a to 2c is fine too, though combo damage is lowered.

Note: For all of Akiha's combos that have 5bb or 5[ b ]b(almost all of them), make sure to drift forward after the jump cancel.  This means to hold 6 after jumping.  Delay the first air hit as late as possible to make sure the final airdash airthrow connects.  Videos are provided to display the general timing and spacing required for this to work.

Another Note: The air portion of Akiha's combo can be varied a bit.  The general air combo is j.bc dj.bc airdash airthrow.  However, in the corner, Akiha can do a slightly more damaging air combo which is j.c airdash j.c dj.bc airthrow.  j.bc dj.bc airdash airthrow is used in all of the examples for simplicity.

All combos are tested on Aoko with critical hit off, as she starts out with a 100% defense modifier, and is very close to the middle of the defense modifier list.  Also, these are all done on Version 1.02.

General BNB: 2a6c4c5c2c5bb j.bc dj.bc airdash airthrow http://www.norematch.com/mb/videos/Akiha/Akiha%20General%20BNB.avi
4363 damage
This is her most universal combo, and works in pretty much all situations.  At farther ranges, I find that it helps to delay the first 5b after the 2c a bit, as delaying it actually gives it a bit more range and allows it to hit farther than if you did 5bb immediately.

The delay is fairly subtle though, so here's a video showing exactly how long that delay is: http://www.norematch.com/mb/videos/Akiha/Akiha%20BNB%20Delayed%205bb%20Range.avi
The combo string used in this video is 2aaaa6c4c5c2c5bb j.bc dj.bc airdash airthrow, done on Nanaya, who is one of the harder characters to combo due to his small aerial hitbox, at point blank without any dash momentum.  The first time the combo is done in this video, 5bb is hit immediately after 2c, resulting in the 2nd 5b missing, and the second time the combo is done, 5bb is delayed and as a result, the 2nd hit connects and the rest of the combo goes through.

General Corner BNB: 2a6c4c2c5c wallslam 5c2c5[ b ]b j.bc dj.bc airthrow http://www.norematch.com/mb/videos/Akiha/Akiha%20General%20BNB%20Corner.avi
4535 damage
This is the combo where learning the height where opponent getting hit by 2c is untechable is important.  If you mess around with this combo a bit in training mode, you should notice right away that sometimes the opponent can air tech in between the 2c and 5[ b ]b.  If this happens, you connected the 2c too high in the air.  This can be remedied by delaying the first 5c after 2c, or delaying the 2nd 2c after 5c(after wallslam).

Overhead Noncorner Combo: tk j.2c 2b2c5bb j.bc dj.bc airdash airthrow http://www.norematch.com/mb/videos/Akiha/Akiha%20Overhead%20Noncorner%20Combo.avi
3754 damage

Overhead Corner Combo: tk j.2c 2b2c5c wallslam 5c2c5[ b ]b j.bc dj.bc airthrow http://www.norematch.com/mb/videos/Akiha/Akiha%20Overhead%20Corner%20Combo.avi
4470 damage

Note: In those two overhead combos, 6c can also be comboed into after the tk j.2c, but the timing is much more tight and generally isn't something that can be realistically done consistently.

Antiair Shield Combo: 5d5a 2c5[ b ]b j.bc dj.bc airdash airthrow http://www.norematch.com/mb/videos/Akiha/Akiha%20Antiair%20Shield%20Combo.avi
2428 damage
You can also do dashup 2c5bb after the 5a counterhit if you're not too confident of the timing and spacing of the 5[ b ]b.

Corner Flamepit Combo: (With EX Flamepit already set up) 2a6c4c2c5c wallslam 5c2c22c 2c5[ b ]b j.bc dj.bc airthrow http://www.norematch.com/mb/videos/Akiha/Akiha%20Corner%20Flamepit%20Combo.avi
4541 damage
This is an interesting combo, as getting the 5[ b ]b to connect actually requires you to space the 2c high enough so that the opponent can tech in the air.  So remember the height that Akiha's general corner BNB required for 2c to be untechable, and make sure it hits higher than that in this combo.  If you accidentally space it too low, you can still change 5[ b ]b to 5bb.

Near Corner IAD Combo: 2a6c4c2c5c IAD j.c land, j.cb, dj.bc airthrow http://www.norematch.com/mb/videos/Akiha/Akiha%20Near%20Corner%20IAD%20Combo.avi
4070 damage
You want to try the land the first j.c as close as possible to the ground so that there's enough time to rejump and hit opponent again before they can tech out.  Due to the VerB changes to Akiha's 5c(nerfed proration), this combo is no longer worth it, as it used to do more damage than Akiha's general BNB pre-VerB, but now you can see it does much less.  It also requires a bit more execution too, so don't use this combo unless you accidentally don't use up 5c before 2c.

Corner Combo Into 623b: 2a6c4c2c5c wallslam 5c2c2a(whiff) 623b http://www.norematch.com/mb/videos/Akiha/Akiha%20Corner%20Combo%20Into%20623B.avi
3728 damage
Make sure to land the 623b as low as possible so that the last hit of it connects.  As you can see, this doesn't do as much damage as her general corner BNB, but she's able to safely set up flamepit after with a tk j.22c.  The real benefit of ending corner combos in 623b is when doing Akiha's 2a whiff loops, which do even more damage than her general corner BNB, and ending those in 623b gives her a superior ender compared to airthrow, the EX Flamepit setup.
« Last Edit: November 05, 2007, 03:07:58 PM by Psylocke »
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Offline Psylocke

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Re: Akiha Guide
« Reply #3 on: August 15, 2007, 11:52:07 PM »
IV.BLOCKSTRINGS AND PRESSURE
I won't explain what makes a blockstring good here, since that's a more general topic that I think should be explained in a separate post in the Game Mechanics section.  But anyway, assuming you know everything about how pressure works in this game, this is all of the important info for Akiha.  Just remember to stagger the strings and take advantage of delay chaining from the long cancellable frames on normals.

-2a is -1 on block.
-5b is used to beat low pokes, since it has a hitbox that goes to the floor, has clash frames, and isn't vulnerable in the hit area.  5b whiff cancelled to 5a is -2 on block.
-5c is used to beat people trying to jump out of pressure.  It also has clash frames.  All Akiha C attacks whiff cancelled to 5a are +1 on block.
-2367a, 2368a, and 2369a are used to also beat low pokes, as they go over many moves.  Comboable on normal and counterhit.  Dashing in, stopping short and doing 2367a or 2368a can also bait heat activations.  All of these are frame advantage on block, and 2369a moves you forward so it can be used to continue pressure.  These are all generally done after blocked 2a's for simplicity.
-214b is used to beat people trying to jump out, as it is unairblockable.  However, the move has a bit of startup, so it's recommended to use it after a blocked C attack or off of a normal where she has many other options other than going into 214b(like 5b).  Use it after anything other than a C attack, and the opponent will have that many more frames available to hit you out of the move.  214b is also frame advantage on block.
-Once your opponent respects all these options, then it becomes that much easier to start ground throwing them in pressure.
-5b, 5c, 2c, and 4c all advance her forward.
-If you have lots of meter to waste, 236c is good to incorporate at the end of strings, as it's frame advantage on block and thus allows you to continue pressure if you push yourself out too far.
-Akiha doesn't usually IAD in pressure, but in the case that you decide to do this, land with j.a or j.b, and use her usual high/low options from those(check mixups section for more details) or use j.236a at the last moment before landing after these for the same options.
-Akiha's pressure has a fairly interesting weakness: a lot of its options lose to wakeup high shield.  All of her air options can be defeated this way, and her 2a like most other 2a's in this game can be shielded both high and low.  So to counteract this, sometimes it might be good to start pressure with 2b(low shieldable only) or 5c(high shieldable only).
-Akiha's pressure game gains a boost in the corner when she sets up the EX Flamepit.  Generally, the only safe way to setup the EX Flamepit is from a wallslam combo after a 2c, or after a combo ending in 623b.  Check the video for the Corner Flamepit Combo and Corner Combo into 623b for examples of these.  After setting up the pit, your opponent then is much more eager to jump out of pressure, since staying on the ground and blocking Akiha pressure means more life and meter drained because of the pit.  The flamepit ignition(22c again) at the end of blockstrings is usually very good for catching opponents who try to jump out, and in the case they get caught airblocking the flamepit ignition, you can then guardbreak them with a 5c or 2c.
-The flamepit after a 2c in wallslam combos can also be set up by jumping up and doing j.22c, and doing j.236a as Akiha lands.  However, this is a bit more difficult than doing ground 22c, as if the spacing and timing isn't done correctly, the opponent can just jump out of this for free.  If done right though, this is a reversal safe setup that also cannot be jumped out of, as the opponent will just be hit by the j.236a during jump startup if they try.  Here is a video demonstrating this setup:
http://www.norematch.com/mb/videos/Akiha/Akiha%20Flamepit%20Setup%20Alt.avi
-Related to the above point, but the flamepit after a 2c in wallslam combos can also be setup by tigerkneeing 22c after the 2c.  Doing a TK 22c as opposed to ground 22c makes her recover a bit faster.  One use for this is that it gives Akiha another reversal safe setup: Doing normal 22c after 2c, and then doing 214b on your opponent's wakeup(which is fairly common, especially against people who are wakeup shield happy) isn't dp safe, but doing the exact same thing except with TK 22c IS dp safe.  However, this doesn't work against Warc, Sion, and Nero as their EX dps come out sufficiently fast enough to hit you.  Against those two, always stick with the previous setup(jump j.22c falling j.236a) if you want something that's reversal safe.
-Remember that if you're in heat mode, Akiha's arc drive can be used as the throw in tick throw setups.  You also get another option with this, which is EX cancelling 623b into her arc drive.  Normally this is done off of 5c.  The reason this works well is because after a blocked 5c, Akiha normally either whiff cancels to 5a or 2a, or does 214b.  Since this is 5c directly into 623b->arc drive, the opponent is probably expecting a 214b, so they'll be conditioned not to jump.  Keep in mind that this setup is very difficult to do, as you basically have to cancel 623b into arc drive right when your opponent leaves blockstun from the 5c, and you can't have 623b hit them(or have them block it) at all.  I find that it helps to delay the 623B a bit after the 5c.  Here's a video example of this setup in action:
http://www.norematch.com/mb/videos/Akiha/Akiha%20623B%20Tick%20Throw%20Setup.avi
« Last Edit: February 20, 2008, 01:05:48 PM by Psylocke »
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Offline Psylocke

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Re: Akiha Guide
« Reply #4 on: August 15, 2007, 11:52:31 PM »
V.MIXUPS AND OKIZEME
Let's start off with Akiha's basic 50/50 high/low game.  On opponent's wakeup, you can do 2a for the low hit, or tk j.2c for the high.  If you force your opponent to block a low air flametongue, like say a 2369a or an IAD j.a236a, you can also get another chance at this 50/50.

214b on your opponent's wakeup is also a pretty good option.  It's frame advantage on block, and even if opponent shields it, Akiha isn't at a disadvantage(since it's +frames on block, kind of redundant) so you can throw them if you're fast enough.  However, it's not always dp safe, but there is a way to make it so, which is described in the blockstrings and pressure section.

Here are some mixups that Akiha gets off her ground throw:
-Jump straight up, drift forward, then either late j.2c or land 2a.
http://www.norematch.com/mb/videos/Akiha/Akiha%20Throw%20Mixup%20High.avi
http://www.norematch.com/mb/videos/Akiha/Akiha%20Throw%20Mixup%20Low.avi

-Jump forward(so that you crossup), then either late j.2c or land 2a.  Note that landing a crossup j.2c with Akiha is weird in that it becomes much easier to combo into 2a after it compared to a tk j.2c.  I don't really understand why it works this way.
http://www.norematch.com/mb/videos/Akiha/Akiha%20Throw%20Mixup%20Crossup%20High.avi
http://www.norematch.com/mb/videos/Akiha/Akiha%20Throw%20Mixup%20Crossup%20Low.avi

-Delay the jump a bit, then jump straight up, and on the way down, do j.a, and either land with j.2c or land 2a.
http://www.norematch.com/mb/videos/Akiha/Akiha%20Throw%20Mixup%20jA%20High.avi
http://www.norematch.com/mb/videos/Akiha/Akiha%20Throw%20Mixup%20jA%20Low.avi
This same mixup can also be done with an IAD j.a in pressure strings.

-j.2c whiffs if it's done too close to the ground, so this can be used in some fakeout situations when doing it after a jump or IAD.  You can feint into a low or a throw.
http://www.norematch.com/mb/videos/Akiha/Akiha%20Throw%20Mixup%20Overhead%20Feint%20Into%20Low.avi
http://www.norematch.com/mb/videos/Akiha/Akiha%20Throw%20Mixup%20Overhead%20Feint%20Into%20Throw.avi
« Last Edit: November 05, 2007, 03:21:55 PM by Psylocke »
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Offline Psylocke

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Re: Akiha Guide
« Reply #5 on: August 15, 2007, 11:52:54 PM »
VI.OTG STRINGS AND TECH PUNISH SETUPS
Before going into anything, I'll go over the whole concept of tech punishing.  Certain attacks in this game allow the opponent to tech when they hit the ground.  Teching is recovering from your character's reeling state, and in Melty Blood, most tech punishing occurs off of ground techs.  When ground teching, you can either tech neutral(by pressing up), tech forward the opponent, tech back, or not tech at all.  So that's a total of 4 different possible actions the opponent can take when teching.  All good tech punish setups that characters have in this game(like Nanaya 2c off whatever or Hisui j.bb) are able to cover multiple tech possibilities.  The whole idea of tech punishing revolves around the fact that when people ground tech, there is a certain amount of frames of recovery where they're completely vulnerable and can't block at all.  Neutral tech is different from forward and back tech in that it recovers faster.  In Akiha's case, she can get a tech punish off of her j.2c, as the opponent gets two chances to ground tech the two bounces of that move.  She also gets a tech punish off of her general OTG string.

I'll start with her general OTG string.  You can do this OTG anytime you land a 2c whiff cancelled to 2a or 5a, and from a 623b.
General OTG String: 2aaaaa5bb6c4c2c
If done correctly, the opponent is only able to tech out on the final hit, after the 2c.  If this OTG string is done in the corner, Akiha gets a tech punish option off of it through 2369a.  To punish neutral tech, do the 2369a after 2c as quickly as possible, since neutral techers recover faster.  To punish forward and back tech, delay the 2369a after 2c a bit.  To give an idea of the difference in timing between forward/back and neutral, here are videos showing these done:
http://www.norematch.com/mb/videos/Akiha/Akiha%20OTG%20Into%20Tech%20Punish%20TK9%20Flame%20Forward.avi
http://www.norematch.com/mb/videos/Akiha/Akiha%20OTG%20Into%20Tech%20Punish%20TK9%20Flame%20Back.avi
http://www.norematch.com/mb/videos/Akiha/Akiha%20OTG%20Into%20Tech%20Punish%20TK9%20Flame%20Neutral.avi

Also, if you have meter to burn, doing 236c as quickly as possible after 2c covers every single tech option.  Here is it punishing neutral tech.
http://www.norematch.com/mb/videos/Akiha/Akiha%20OTG%20Into%20Tech%20Punish%20236C.avi

Once your opponent respects these options and decides not to tech, then you can IAD after the 2c and go into the j.2c mixups that were described earlier in the mixups and oki section.  Here is an example, showing how this is done with the high option.
http://www.norematch.com/mb/videos/Akiha/Akiha%20OTG%20Into%20No%20Tech%20High.avi

Next is her tech punish off of ending her aircombos in j.2c, but before that, I should mention the 3 wallslams rule in Melty Blood.  The rule is basically implemented to prevent infinites in this game.  The idea is that after getting wallslammed 3 times, the opponent is completely invincible and can't be hit anymore until after they get up from the ground, or if they tech.

This is important for Akiha's corner combo(2c5c wallslam 5c2c blah blah) because that portion of the combo already has 2 wallslams in it.  When doing the aircombo and ending it in j.2c, the j.2c slams the opponent in the ground and that counts as the 3rd wallbounce.  So if the opponent decides not to tech the first bounce, then they are completely invincible while flying up and falling down before the 2nd bounce, so you cannot relaunch them like you normally would from an unteched j.2c.
So here is what would optimally be done in a normal situation, where the 3 wallslams haven't been used up yet, if opponent decides not to tech j.2c in the corner:
Flamepit setup: End combo in 2c, 22c http://www.norematch.com/mb/videos/Akiha/Akiha%20j2C%20No%20Tech%20Flamepit%20Setup.avi

That's pretty awesome, because it sets Akiha in a much stronger position than if she just ended the combo normally in airthrow.  Now, in the case that Akiha does the wallslam combo, so that the 3 wallslam rule is in effect, then ending in this Flamepit setup is no longer an option.  This is where the tech punish comes in.  Whenever the opponent techs the bounce of j.2c, Akiha can throw out 5c on reaction to punish forward and back tech.  It is also possible to punish neutral tech with 5c, but the timing is different(obviously 5c has to be hit earlier) so it isn't really relevant.  Here are two video examples of this in action:
http://www.norematch.com/mb/videos/Akiha/Akiha%20j2C%20Tech%20Punish%205C%20Forward.avi
http://www.norematch.com/mb/videos/Akiha/Akiha%20j2C%20Tech%20Punish%205C%20Back.avi

Keep in mind that Akiha can also tech punish the 2nd bounce of j.2c the exact same way.  Video example showing this again: it's kind of redundant, but this is to show that it works.
http://www.norematch.com/mb/videos/Akiha/Akiha%20j2C%20Tech%20Punish%202nd%20Bounce%205C%20Forward.avi

If you go for the 5c tech punish if wallslam rule is not in effect, then 5c can also punish nontechers with an OTG string into ANOTHER tech punish opportunity off of the last 2c(read the previous OTG section on how to punish in this situation).
OTG String for 5c nontech: 5c2aaaa5bb4c2c http://www.norematch.com/mb/videos/Akiha/Akiha%20j2C%20No%20Tech%20OTG.avi

So to sum up for 5c, when 3 wallslams rule is not in effect, opponent has to choose between not teching(resulting in getting knocked down with an EX Flamepit setup, or OTG'ed into another tech punish setup) or to tech and get hit by 5c, if they chose to forward or back tech.  If 3 wallslams rule is in effect, then Akiha should always go for the tech punish.

An obvious weakness of the 5c tech punish setup off j.2c is that neutral tech beats it for the most part.  But luckily, Akiha has an answer to that in the form of 6c tech punish.  Using 6c in the exact same way actually catches neutral tech because 6c has faster startup than 5c.  Also, if opponent tries to forward tech, then 6c becomes 4c(because you're holding forward, and opponent crosses you up on forwardtech, so the directions get reversed) and they get tech punished again.  Here are the videos showing this in action:
http://www.norematch.com/mb/videos/Akiha/Akiha%20j2C%20Tech%20Punish%206C%20Neutral.avi
http://www.norematch.com/mb/videos/Akiha/Akiha%20j2C%20Tech%20Punish%204C%20Forward.avi

However, 6c does not punish back tech because of its faster startup, so you have to change the timing(hit it later) to punish, so this is not relevant.  Also, I haven't found a way for 6c to OTG non techers.

So to sum up 6c, it punishes neutral and forward tech, and combined with the 5c tech punish, will make your opponent think twice before teching in any direction off of Akiha j.2c aircombo ender in corner.
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Offline Psylocke

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Re: Akiha Guide
« Reply #6 on: August 15, 2007, 11:53:22 PM »
VII.Miscellaneous Stuff
-Heat activations becomes a lot more risky to do at higher level of play.  As your opponent's rushdown becomes more tight, they will start to integrate attack patterns that are heat safe or they will punish heat activations by using a move that will clash through it on reaction.  Because of this, it becomes useful to have some safe heat activation setups.
The general safe heat setup for Akiha is to chain into 2c, 5bb, 214b, and then heat activate.  This works from pretty much anywhere on the screen
http://www.norematch.com/mb/videos/Akiha/Akiha%20Safe%20Heat%20Setup%20General.avi
In the corner, she gets another safe heat setup with 2c5c wallslam 5c2c2a(whiff) into heat activate.  The 2a(whiff) is necessary to make her heat fast enough before opponent wakes up.
http://www.norematch.com/mb/videos/Akiha/Akiha%20Safe%20Heat%20Setup%20In%20Corner.avi
Also, if for some reason you have a lot of meter to burn, and want to go into heat, this setup can also be used anywhere: combo into 2c5c delay 214c into heat activate
http://www.norematch.com/mb/videos/Akiha/Akiha%20Safe%20Heat%20Setup%20With%20Meter.avi

-Akiha's arc drive is interesting in that its one of the few attacks in the game that can be mashed by you to affect its damage.  If you mash buttons while the animation is going on, you'll notice the flames become more intense and the sound will be a bit louder.  Mashing while the heat arc drive is in effect increases its damage, and if you mash enough, you can sometimes add almost 1000 damage.  But for some reason, mashing reduces the damage from the Blood Heat version(but increases the amount of hits).  Go figure.

-The distance that Akiha lands from the opponent after an airthrow is variable.  As far as I know, it is totally random and there is no way to control it.  This is really annoying and I have no idea why this property was given to her airthrow.  This means that certain okizeme sequences that Akiha does are not viable in some situations based on the distance she lands, as the frame advantage is variable.  As an example, sometimes after an airthrow Akiha can do a meaty IAD j.a which is safe to everything except for wakeup shield(usually in the case where she lands very close to the opponent), but if she lands too far, it is no longer safe and can even be jumped out of.
« Last Edit: April 28, 2008, 04:51:05 PM by Psylocke »
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Offline Soniti

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Re: Akiha Guide
« Reply #7 on: September 17, 2007, 02:17:08 AM »
Thanks a ton for writing this. All the videos you included made the points it was showing much easier to understand. +HEAT for you :D

Offline magz

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Re: Akiha Guide
« Reply #8 on: September 23, 2007, 06:17:31 PM »
Beautiful guide. That is all I can say ATM.
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Offline Psylocke

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Re: Akiha Guide
« Reply #9 on: November 05, 2007, 03:04:47 PM »
Thanks for the comments guys.

Anyway, I made some minor edits, fixing up some errors, added a little note on a dp safe setup she gets with TK 22c in blockstrings and pressure subsection, and added another video to the Combo subsection showing how her 5bb range can be extended by delaying it.  If I ever have a lot of time later on, I'll start adding character specific matchups, which some people have wanted to know more about.
« Last Edit: November 05, 2007, 03:22:40 PM by Psylocke »
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Offline Tropsy

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Re: Akiha Guide
« Reply #10 on: December 28, 2007, 10:34:55 AM »
Posting here because I felt it wasn't worth starting a new thread for:

Though superjump TK 236 theoretically became impossible in ver.B2 due to decreased buffer (without inputting something like 29236, of course), I just discovered (this was apparently known by other people, but not shared anywhere I have read :psyduck:) that you can extend the input buffer once -- so 2366a results in 236a (though it's probably not a good idea on the ground unless you know what you're doing, as you'd get a dash) even if the gap between the first 6 and A is greater than the 8f of input buffer.

So to summarize: You can do sj TK 236a by inputting 236963a. The 3 isn't needed, but I find the motion easier that way (on stick at least). Enjoy your sj TKing.

Offline Nandeyanen

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Re: Akiha Guide
« Reply #11 on: January 04, 2008, 06:16:08 PM »
What's the correct input for sj.2c? 23692c seems like it would just lead to sj.22c.

Offline Dragonthorn

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Re: Akiha Guide
« Reply #12 on: June 12, 2008, 08:02:49 PM »
Trying to pick up Akiha. Any tips on the TK execution on stick? I always end up with the ground version. Thanks.

Offline abitofBaileys

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Re: Akiha Guide
« Reply #13 on: June 14, 2008, 07:02:15 PM »
What's the correct input for sj.2c? 23692c seems like it would just lead to sj.22c.
sj.j2C doesn't work afaik. You have to input within 8 frames to make it work but then it recognizes it as sj.j22C.
The only option you have is 7/8/9.j2C, would be like an instant airdash without an airdash.

Offline Taifuu

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Re: Akiha Guide
« Reply #14 on: June 15, 2008, 11:42:28 AM »
Hello.

Me and some buddies picked up Melty Blood Act Cadenza V.B last week, and we're enjoying it to bits so far. The thing is that neither of us have much fighting games experience prior to this game - I'm slightly ahead because I played quite a bit of sfa2 on ggpo - and there's tons and tons that you need to learn.

As you might understand we're a bit lost at the moment.

I picked up Akiha and my friends play Shiki, White Ren and Nero.
I've tried the "General BnB" with varied success, most of the time I can get everything in except the air throw (I've never even been near landing it though, I don't know where to dash etc). Tried everything in the guide but it's a bit hard to digest everything at once.

Anyway, what I'm really asking for is if you could simplify the guide a bit and point out the absolute essentials? Something like a simple sheet you can use for reference containing the most useful moves for situation x, some basic mix-ups that even a new player like me would be able to do and some quick pointers?

In time I'm sure all this will become second nature but right now I'm feeling lost, and trying to do everything at once is never a good idea.

Thanks in advance :)

Offline Dragonthorn

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Re: Akiha Guide
« Reply #15 on: June 15, 2008, 07:37:22 PM »
the guide is as simple and comprehensive as it is. it can be overwhelming, but mbac is no lightweight game that is easy to get into.

though if you're asking for areas of focus, i'd reco you start out practicing in the ff order:

1. BnBs
2. Blockstrings
3. Poking (in actual match)

BnBs help you to do damage when you get the chance. Just get the basic ones down first. Then blockstrings in case you are blocked so you can keep up the pressure. Poking is something no one can really teach you as it depends on your personal style.

Offline dakanya

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Re: Akiha Guide
« Reply #16 on: June 15, 2008, 08:34:26 PM »
i suggest watching match videos as well
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Offline tenkai#

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Re: Akiha Guide
« Reply #17 on: June 15, 2008, 10:07:13 PM »
the guide is as simple and comprehensive as it is. it can be overwhelming, but mbac is no lightweight game that is easy to get into.

though if you're asking for areas of focus, i'd reco you start out practicing in the ff order:

1. BnBs
2. Blockstrings
3. Poking (in actual match)

BnBs help you to do damage when you get the chance. Just get the basic ones down first. Then blockstrings in case you are blocked so you can keep up the pressure. Poking is something no one can really teach you as it depends on your personal style.


I'd say knowing how to poke and how to approach the match when the momentum is neutral and you're dancing around the screen (footsies) is immediately more important than blockstrings. Keeping pressure through blockstrings is always nice, but at beginning levels of play, knowing how to shift momentum into your favor from a neutral position is much more useful.

Offline Shakunoha

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Re: Akiha Guide
« Reply #18 on: November 13, 2008, 02:01:13 PM »
Hey is Akiha a rush down char? should i be attacking with her now-stop?

Offline dakanya

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Re: Akiha Guide
« Reply #19 on: November 13, 2008, 03:55:35 PM »
Hey is Akiha a rush down char? should i be attacking with her now-stop?
no
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Offline tenkai#

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Re: Akiha Guide
« Reply #20 on: November 13, 2008, 09:29:04 PM »
Hey is Akiha a rush down char? should i be attacking with her now-stop?

Go play VAkiha. (Just make sure to block)

Offline Kurii

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Re: Akiha Guide
« Reply #21 on: March 10, 2009, 09:44:37 AM »
-Akiha's arc drive is interesting in that its one of the few attacks in the game that can be mashed by you to affect its damage.  If you mash buttons while the animation is going on, you'll notice the flames become more intense and the sound will be a bit louder.  Mashing while the heat arc drive is in effect increases its damage, and if you mash enough, you can sometimes add almost 1000 damage.  But for some reason, mashing reduces the damage from the Blood Heat version(but increases the amount of hits).  Go figure.
I found out that if you mash during her BHAD around the 35+ Hit mark, you get a 'bit' more damage.
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Offline Hades Hatred Edge

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Re: Akiha Guide
« Reply #22 on: June 07, 2009, 01:44:26 PM »
I'd say knowing how to poke and how to approach the match when the momentum is neutral and you're dancing around the screen (footsies) is immediately more important than blockstrings. Keeping pressure through blockstrings is always nice, but at beginning levels of play, knowing how to shift momentum into your favor from a neutral position is much more useful.
Can you or anyone expand on that info? Currently my biggest hurdle aside from TK j.2C is footsies and movement. I remember my very first match I played I had no idea how to move. So I couldn't approach my enemy for crap. I ended up getting zoned out way too easy by the Wara player I faced.
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Offline Benny1

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Re: Akiha Guide
« Reply #23 on: June 12, 2009, 03:22:27 PM »
Wara is notorious for his extremely powerful zoning with j.B.  Not to mention he is a rather unfortunate matchup for Akiha.

Nobody will be able to tell you how to zone better or poke better.  Match experience is how you learn this.  If something you do works a lot, keep that up.  if it doesn't work, stop that.  Akiha has some great pokes, especially with 2C.  I am a fan of 4C but I've started to lose my faith in that, I get clashed through it a lot.  I think 5C is pretty good, and 5B is always a great poke.  Know you attacks ranges very well.

Your air attacks are also generally weak with Akiha, though j.C can be nice for hitting above you.
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